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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl | 316 |
1 files changed, 316 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl new file mode 100644 index 00000000000..b1bb5f96f5c --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl @@ -0,0 +1,316 @@ + +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) +#pragma BLENDER_REQUIRE(lights_lib.glsl) +#pragma BLENDER_REQUIRE(lightprobe_lib.glsl) + +/** + * Extensive use of Macros to be able to change the maximum amount of evaluated closure easily. + * NOTE: GLSL does not support variadic macros. + * + * Example + * // Declare the cl_eval function + * CLOSURE_EVAL_FUNCTION_DECLARE_3(name, Diffuse, Glossy, Refraction); + * // Declare the inputs & outputs + * CLOSURE_VARS_DECLARE(Diffuse, Glossy, Refraction); + * // Specify inputs + * in_Diffuse_0.N = N; + * ... + * // Call the cl_eval function + * CLOSURE_EVAL_FUNCTION_3(name, Diffuse, Glossy, Refraction); + * // Get the cl_out + * closure.radiance = out_Diffuse_0.radiance + out_Glossy_1.radiance + out_Refraction_2.radiance; + **/ + +#define CLOSURE_VARS_DECLARE(t0, t1, t2, t3) \ + ClosureInputCommon in_common = CLOSURE_INPUT_COMMON_DEFAULT; \ + ClosureInput##t0 in_##t0##_0 = CLOSURE_INPUT_##t0##_DEFAULT; \ + ClosureInput##t1 in_##t1##_1 = CLOSURE_INPUT_##t1##_DEFAULT; \ + ClosureInput##t2 in_##t2##_2 = CLOSURE_INPUT_##t2##_DEFAULT; \ + ClosureInput##t3 in_##t3##_3 = CLOSURE_INPUT_##t3##_DEFAULT; \ + ClosureOutput##t0 out_##t0##_0; \ + ClosureOutput##t1 out_##t1##_1; \ + ClosureOutput##t2 out_##t2##_2; \ + ClosureOutput##t3 out_##t3##_3; + +#define CLOSURE_EVAL_DECLARE(t0, t1, t2, t3) \ + ClosureEvalCommon cl_common = closure_Common_eval_init(in_common); \ + ClosureEval##t0 eval_##t0##_0 = closure_##t0##_eval_init(in_##t0##_0, cl_common, out_##t0##_0); \ + ClosureEval##t1 eval_##t1##_1 = closure_##t1##_eval_init(in_##t1##_1, cl_common, out_##t1##_1); \ + ClosureEval##t2 eval_##t2##_2 = closure_##t2##_eval_init(in_##t2##_2, cl_common, out_##t2##_2); \ + ClosureEval##t3 eval_##t3##_3 = closure_##t3##_eval_init(in_##t3##_3, cl_common, out_##t3##_3); + +#define CLOSURE_META_SUBROUTINE(subroutine, t0, t1, t2, t3) \ + closure_##t0##_##subroutine(in_##t0##_0, eval_##t0##_0, cl_common, out_##t0##_0); \ + closure_##t1##_##subroutine(in_##t1##_1, eval_##t1##_1, cl_common, out_##t1##_1); \ + closure_##t2##_##subroutine(in_##t2##_2, eval_##t2##_2, cl_common, out_##t2##_2); \ + closure_##t3##_##subroutine(in_##t3##_3, eval_##t3##_3, cl_common, out_##t3##_3); + +#define CLOSURE_META_SUBROUTINE_DATA(subroutine, sub_data, t0, t1, t2, t3) \ + closure_##t0##_##subroutine(in_##t0##_0, eval_##t0##_0, cl_common, sub_data, out_##t0##_0); \ + closure_##t1##_##subroutine(in_##t1##_1, eval_##t1##_1, cl_common, sub_data, out_##t1##_1); \ + closure_##t2##_##subroutine(in_##t2##_2, eval_##t2##_2, cl_common, sub_data, out_##t2##_2); \ + closure_##t3##_##subroutine(in_##t3##_3, eval_##t3##_3, cl_common, sub_data, out_##t3##_3); + +/* Inputs are inout so that callers can get the final inputs used for evaluation. */ +#define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \ + void closure_##name##_eval(ClosureInputCommon in_common, \ + inout ClosureInput##t0 in_##t0##_0, \ + inout ClosureInput##t1 in_##t1##_1, \ + inout ClosureInput##t2 in_##t2##_2, \ + inout ClosureInput##t3 in_##t3##_3, \ + out ClosureOutput##t0 out_##t0##_0, \ + out ClosureOutput##t1 out_##t1##_1, \ + out ClosureOutput##t2 out_##t2##_2, \ + out ClosureOutput##t3 out_##t3##_3) \ + { \ + CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \ +\ + for (int i = 0; cl_common.specular_accum > 0.0 && i < prbNumPlanar && i < MAX_PLANAR; i++) { \ + ClosurePlanarData planar = closure_planar_eval_init(i, cl_common); \ + if (planar.attenuation > 1e-8) { \ + CLOSURE_META_SUBROUTINE_DATA(planar_eval, planar, t0, t1, t2, t3); \ + } \ + } \ +\ + /* Starts at 1 because 0 is world cubemap. */ \ + for (int i = 1; cl_common.specular_accum > 0.0 && i < prbNumRenderCube && i < MAX_PROBE; \ + i++) { \ + ClosureCubemapData cube = closure_cubemap_eval_init(i, cl_common); \ + if (cube.attenuation > 1e-8) { \ + CLOSURE_META_SUBROUTINE_DATA(cubemap_eval, cube, t0, t1, t2, t3); \ + } \ + } \ +\ + /* Starts at 1 because 0 is world irradiance. */ \ + for (int i = 1; cl_common.diffuse_accum > 0.0 && i < prbNumRenderGrid && i < MAX_GRID; i++) { \ + ClosureGridData grid = closure_grid_eval_init(i, cl_common); \ + if (grid.attenuation > 1e-8) { \ + CLOSURE_META_SUBROUTINE_DATA(grid_eval, grid, t0, t1, t2, t3); \ + } \ + } \ +\ + CLOSURE_META_SUBROUTINE(indirect_end, t0, t1, t2, t3); \ +\ + for (int i = 0; i < laNumLight && i < MAX_LIGHT; i++) { \ + ClosureLightData light = closure_light_eval_init(cl_common, i); \ + if (light.vis > 1e-8) { \ + CLOSURE_META_SUBROUTINE_DATA(light_eval, light, t0, t1, t2, t3); \ + } \ + } \ +\ + CLOSURE_META_SUBROUTINE(eval_end, t0, t1, t2, t3); \ + } + +#define CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, t3) \ + closure_##name##_eval(in_common, \ + in_##t0##_0, \ + in_##t1##_1, \ + in_##t2##_2, \ + in_##t3##_3, \ + out_##t0##_0, \ + out_##t1##_1, \ + out_##t2##_2, \ + out_##t3##_3) + +#define CLOSURE_EVAL_FUNCTION_DECLARE_1(name, t0) \ + CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, Dummy, Dummy, Dummy) +#define CLOSURE_EVAL_FUNCTION_DECLARE_2(name, t0, t1) \ + CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, Dummy, Dummy) +#define CLOSURE_EVAL_FUNCTION_DECLARE_3(name, t0, t1, t2) \ + CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, Dummy) +#define CLOSURE_EVAL_FUNCTION_DECLARE_4(name, t0, t1, t2, t3) \ + CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) + +#define CLOSURE_VARS_DECLARE_1(t0) CLOSURE_VARS_DECLARE(t0, Dummy, Dummy, Dummy) +#define CLOSURE_VARS_DECLARE_2(t0, t1) CLOSURE_VARS_DECLARE(t0, t1, Dummy, Dummy) +#define CLOSURE_VARS_DECLARE_3(t0, t1, t2) CLOSURE_VARS_DECLARE(t0, t1, t2, Dummy) +#define CLOSURE_VARS_DECLARE_4(t0, t1, t2, t3) CLOSURE_VARS_DECLARE(t0, t1, t2, t3) + +#define CLOSURE_EVAL_FUNCTION_1(name, t0) CLOSURE_EVAL_FUNCTION(name, t0, Dummy, Dummy, Dummy) +#define CLOSURE_EVAL_FUNCTION_2(name, t0, t1) CLOSURE_EVAL_FUNCTION(name, t0, t1, Dummy, Dummy) +#define CLOSURE_EVAL_FUNCTION_3(name, t0, t1, t2) CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, Dummy) +#define CLOSURE_EVAL_FUNCTION_4(name, t0, t1, t2, t3) CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, t3) + +/* -------------------------------------------------------------------- */ +/** \name Dummy Closure + * + * Dummy closure type that will be optimized out by the compiler. + * \{ */ + +#define ClosureInputDummy ClosureOutput +#define ClosureOutputDummy ClosureOutput +#define ClosureEvalDummy ClosureOutput +#define CLOSURE_EVAL_DUMMY ClosureOutput(vec3(0)) +#define CLOSURE_INPUT_Dummy_DEFAULT CLOSURE_EVAL_DUMMY +#define closure_Dummy_eval_init(cl_in, cl_common, cl_out) CLOSURE_EVAL_DUMMY +#define closure_Dummy_planar_eval(cl_in, cl_eval, cl_common, data, cl_out) +#define closure_Dummy_cubemap_eval(cl_in, cl_eval, cl_common, data, cl_out) +#define closure_Dummy_grid_eval(cl_in, cl_eval, cl_common, data, cl_out) +#define closure_Dummy_indirect_end(cl_in, cl_eval, cl_common, cl_out) +#define closure_Dummy_light_eval(cl_in, cl_eval, cl_common, data, cl_out) +#define closure_Dummy_eval_end(cl_in, cl_eval, cl_common, cl_out) + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Common cl_eval data + * + * Eval data not dependant on input parameters. All might not be used but unused ones + * will be optimized out. + * \{ */ + +struct ClosureInputCommon { + /** Custom occlusion value set by the user. */ + float occlusion; +}; + +#define CLOSURE_INPUT_COMMON_DEFAULT ClosureInputCommon(1.0) + +struct ClosureEvalCommon { + /** View vector. */ + vec3 V; + /** Surface position. */ + vec3 P; + /** Normal vector, always facing camera. */ + vec3 N; + /** Normal vector, always facing camera. (viewspace) */ + vec3 vN; + /** Surface position. (viewspace) */ + vec3 vP; + /** Geometric normal, always facing camera. (viewspace) */ + vec3 vNg; + /** Random numbers. 3 random sequences. zw is a random point on a circle. */ + vec4 rand; + /** Final occlusion factor. Mix of the user occlusion and SSAO. */ + float occlusion; + /** Least occluded direction in the hemisphere. */ + vec3 bent_normal; + + /** Specular probe accumulator. Shared between planar and cubemap probe. */ + float specular_accum; + /** Diffuse probe accumulator. */ + float diffuse_accum; + /** Viewspace depth to start raytracing from. */ + float tracing_depth; +}; + +/* Common cl_out struct used by most closures. */ +struct ClosureOutput { + vec3 radiance; +}; + +ClosureEvalCommon closure_Common_eval_init(ClosureInputCommon cl_in) +{ + ClosureEvalCommon cl_eval; + cl_eval.rand = texelfetch_noise_tex(gl_FragCoord.xy); + cl_eval.V = cameraVec; + cl_eval.P = worldPosition; + cl_eval.N = safe_normalize(gl_FrontFacing ? worldNormal : -worldNormal); + cl_eval.vN = safe_normalize(gl_FrontFacing ? viewNormal : -viewNormal); + cl_eval.vP = viewPosition; + cl_eval.vNg = safe_normalize(cross(dFdx(viewPosition), dFdy(viewPosition))); + /* TODO(fclem) See if we can avoid this complicated setup. */ + cl_eval.tracing_depth = gl_FragCoord.z; + /* Constant bias (due to depth buffer precision) */ + /* Magic numbers for 24bits of precision. + * From http://terathon.com/gdc07_lengyel.pdf (slide 26) */ + cl_eval.tracing_depth -= mix(2.4e-7, 4.8e-7, gl_FragCoord.z); + /* Convert to view Z. */ + cl_eval.tracing_depth = get_view_z_from_depth(cl_eval.tracing_depth); + + /* TODO(fclem) Do occlusion evaluation per Closure using shading normal. */ + cl_eval.occlusion = min( + cl_in.occlusion, + occlusion_compute(cl_eval.N, cl_eval.vP, cl_eval.rand, cl_eval.bent_normal)); + + cl_eval.specular_accum = 1.0; + cl_eval.diffuse_accum = 1.0; + return cl_eval; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Loop data + * + * Loop datas are conveniently packed into struct to make it future proof. + * \{ */ + +struct ClosureLightData { + LightData data; /** Light Data. */ + vec4 L; /** Non-Normalized Light Vector (surface to light) with length in W component. */ + float vis; /** Light visibility. */ + float contact_shadow; /** Result of contact shadow tracing. */ +}; + +ClosureLightData closure_light_eval_init(ClosureEvalCommon cl_common, int light_id) +{ + ClosureLightData light; + light.data = lights_data[light_id]; + + light.L.xyz = light.data.l_position - cl_common.P; + light.L.w = length(light.L.xyz); + + light.vis = light_visibility(light.data, cl_common.P, light.L); + light.contact_shadow = light_contact_shadows(light.data, + cl_common.P, + cl_common.vP, + cl_common.tracing_depth, + cl_common.vNg, + cl_common.rand.x, + light.vis); + + return light; +} + +struct ClosureCubemapData { + int id; /** Probe id. */ + float attenuation; /** Attenuation. */ +}; + +ClosureCubemapData closure_cubemap_eval_init(int cube_id, inout ClosureEvalCommon cl_common) +{ + ClosureCubemapData cube; + cube.id = cube_id; + cube.attenuation = probe_attenuation_cube(cube_id, cl_common.P); + cube.attenuation = min(cube.attenuation, cl_common.specular_accum); + cl_common.specular_accum -= cube.attenuation; + return cube; +} + +struct ClosurePlanarData { + int id; /** Probe id. */ + PlanarData data; /** planars_data[id]. */ + float attenuation; /** Attenuation. */ +}; + +ClosurePlanarData closure_planar_eval_init(int planar_id, inout ClosureEvalCommon cl_common) +{ + ClosurePlanarData planar; + planar.id = planar_id; + planar.data = planars_data[planar_id]; + planar.attenuation = probe_attenuation_planar(planar.data, cl_common.P, cl_common.N, 0.0); + planar.attenuation = min(planar.attenuation, cl_common.specular_accum); + cl_common.specular_accum -= planar.attenuation; + return planar; +} + +struct ClosureGridData { + int id; /** Grid id. */ + GridData data; /** grids_data[id] */ + float attenuation; /** Attenuation. */ + vec3 local_pos; /** Local position inside the grid. */ +}; + +ClosureGridData closure_grid_eval_init(int id, inout ClosureEvalCommon cl_common) +{ + ClosureGridData grid; + grid.id = id; + grid.data = grids_data[id]; + grid.attenuation = probe_attenuation_grid(grid.data, cl_common.P, grid.local_pos); + grid.attenuation = min(grid.attenuation, cl_common.diffuse_accum); + cl_common.diffuse_accum -= grid.attenuation; + return grid; +} + +/** \} */ |